Iaijutsu Duels in D&D 5e (How would you do it?)
Sept 26, 2015 7:30:04 GMT -8
Post by PithyKoan on Sept 26, 2015 7:30:04 GMT -8
I just finished my second listening of the Inukai Saga AP, and it's dug into me enough that I want to run a game of a Rokugan or Rokugan-like setting. I have been fortunate enough that I've had the full set of D&D 5e core books gifted to me (with the polite assumption that I do something with them), so I just needed more material for building the world and characters. I've found that there were some L5R to d20 materials in the past, and ordered the Oriental Adventures and Rokugan campaign setting, which I'm now using as the fluff to drive creation for an online game I'll be running in the near future. (If it's in any way successful, I'll be looking to bring it and run for the next Jackercon.)
My current hurdle, however, is finding a way to represent the iaijutsu duel in a way that's representative of the duel itself but still fits in the 5e design paradigm. It's got to be quick, low on the additional math, but add some amount of tension and excitement. I've brainstormed what follows for some ideas as to what I'm thinking, but I would love to hear what other approaches I could possibly use from other points of view. (Outside of just play 4th Edition L5R. I know.)
I'm creating samurai only as Battlemaster Fighters with the different maneuvers in combination with fighting styles to recreate the different bushi schools, and the PCs are all level 4. (It's also an experiment for myself in having everyone play the same class.)
Three steps to the duel
Assessment / Stance -- Make an opposed Insight check. If you win, you learn two of the options from the Battlemaster's Know Your Enemy feature (with an estimated CR to use instead of class / fighter levels), and you have advantage on your next roll in the duel.
Focus -- Make an opposed Initiative check. If you win, you deal automatic critical damage on your successful attack. If you win by 5 or more, you get to attack first in the Strike step of the duel.
Strike -- Each side makes an attack roll vs. AC, deals damage as normal. Automatic critical damage if you won the focus round.
Would an automatic critical feel "big" enough for winning the first round, or would perhaps maximum damage work better, in your opinion?
My current hurdle, however, is finding a way to represent the iaijutsu duel in a way that's representative of the duel itself but still fits in the 5e design paradigm. It's got to be quick, low on the additional math, but add some amount of tension and excitement. I've brainstormed what follows for some ideas as to what I'm thinking, but I would love to hear what other approaches I could possibly use from other points of view. (Outside of just play 4th Edition L5R. I know.)
I'm creating samurai only as Battlemaster Fighters with the different maneuvers in combination with fighting styles to recreate the different bushi schools, and the PCs are all level 4. (It's also an experiment for myself in having everyone play the same class.)
Three steps to the duel
Assessment / Stance -- Make an opposed Insight check. If you win, you learn two of the options from the Battlemaster's Know Your Enemy feature (with an estimated CR to use instead of class / fighter levels), and you have advantage on your next roll in the duel.
Focus -- Make an opposed Initiative check. If you win, you deal automatic critical damage on your successful attack. If you win by 5 or more, you get to attack first in the Strike step of the duel.
Strike -- Each side makes an attack roll vs. AC, deals damage as normal. Automatic critical damage if you won the focus round.
Would an automatic critical feel "big" enough for winning the first round, or would perhaps maximum damage work better, in your opinion?